Yeah, btw, the icon is linked to your photobucket account, so if you want to change the look again, just give the new image the same name and it'll change over here too. Clicking on it also takes you to your thread... Just in case you wanted to know.

I cant figure out how to down load this off of the File site, is there another location to down load it from?

Scroll to the bottom of the page and choose Slow Download which is for free users. Enter the Capta phrase and press enter. It should take you to the top of the page with a 30 sec counter, when done go back to the bottom and press download.

Hi, I am not sure if this is intentional or not, but the very first pirate wave had around 150 ships in it and I had no chance to defeat it. No pillagers though, so I only lost orbital stuff. The second one was similarly enhanced. Didn't wait around for a third.

I didn't change anything with the pirates between versions. All I can say is it's because of the random options. I have no idea what it uses to decide how many ships to send. The max fleet supply is set at 320 and the number the game sends far exceeds that. So... It's basically not playing by it's own rules.

Just to test it, I set the max supply at 100, leave the minimum at 1, set the game to quick start, and do nothing but send scouts out. No building anything other then the scouts, no improving my planet, no expansions, no research, nothing... I figure this should eliminate all of the other random things like planet juiciness, strength per planet, strength per cargo ship, and strength per bounty (which is zero at raid launch time) and here is what is sent after me:

30 cutthroats4 Corsairs47 Reapers139 Rogues

Total supply used = 896

Roughly nine times the max, roughly nine hundred times the minimum which it should be using against me considering I have damn near nothing at raid launch.

Personally I think the whole random side of things is completely broken and will probably be switching it back to required in the future just to keep the numbers manageable. At least there I can set the minimum to be 1 and the max to be something reasonable and still maintain varied numbers of ships. Just my thoughts on it.

Their first raid is set at .01, so assuming that means only 1/100th of the max fleet supply they still far surpass it.

It's not a problem I just switched things back to using the required numbers to control things instead of leaving the values random. For instance, for raid level 0 the scout is required to send between 5 and 15. It works out well enough since it picks randomly between 5 and 15 to send each time. I just need to get in some good long games to get the threat level to go up and down to see if the numbers I have for each ship are adequate for each level. Just haven't had the time to do that yet.

Any chance to get this updated to Diplomacy v1.32? Alternately, I could take a look at updating it if you have a good resource on the changes between 1.31 and 1.32. I realize it's a time committment further to the ones you already have.

Thanks Goa but those are the 1.3 changes, I've already updated this mod to 1.31 past those changes. Much of the stuff done in 1.32 that differs from 1.31 was fixed a while back I believe, but I could be wrong since I didn't spend a whole lot of time on it pulling everything apart. The official changelog for 1.32 is here: http://forums.sinsofasolarempire.com/411251 When I'm done working on Distant Stars I intend on taking a good long look at this mod and really fixing things up correctly since obviously, the whole diplomacy side was never touched being that this was an entrenchment mod.

Edit: Just something else to note, I played it a little bit, giving all three factions full research and let the game run and didn't crash, so as far as I know, there's no reason it needs to be updated to 1.32 unless someone is just bugged about the research costs and times not all being perfect and matching up.

Thanks Goa but those are the 1.3 changes, I've already updated this mod to 1.31 past those changes. Much of the stuff done in 1.32 that differs from 1.31 was fixed a while back I believe, but I could be wrong since I didn't spend a whole lot of time on it pulling everything apart.

Ah my apologies. I guess mortification didn't realize 1.32 was a very minor patch, so most mods should run okay (if with some string errors/differences) without updating.